Backgrounds
Background Information
A background must be selected at 1st level and a character may only select one. Additionally, you are considered to have max ranks in the chosen associated skill that is not the associated profession skill.
The benefits of some of the presented backgrounds are only usable where applicable, or where they make sense to use. For example, an artisan cannot simply reduce the cost of an item, he must find someone who recognizes his abilities and is friendly towards him who then gives him a discount when purchasing the materials. When referenced, the associated skill is the skill in the “Associated Skill” entry that is not the listed profession skill.
General Backgrounds
If a character has 5 ranks in the associated profession skill, they gain a +2 insight bonus on Diplomacy checks to alter the attitude of an NPC with ranks in the associated profession as well as a +2 synergy bonus on the chosen associated skill that is not the associated profession.
Artisan
You are an unaffiliated artisan, a craftsman without a guild or master. While your skills are not officially recognized, those you encounter see it for what it is worth.
Associated Skills: Profession (artisan), plus any one of the following: Appraise, Craft (any, chosen when taken), Knowledge (architecture & engineering)
Type: General
Benefit: Once per month, you may reduce the gold cost of a single item you craft by 5%.
Charlatan
You use your natural wiles to confuse and deceive friend and foe alike. Those you encounter are usually none the wiser.
Associated Skills: Profession (charlatan), plus any one of the following: Bluff, Gather Information, Sense Motive
Type: General
Benefit: Once per day when rolling a Bluff, Gather Information, or Sense Motive check, you may reroll the check before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Criminal
You have lived a life of crime, and have become relatively proficient at it. Those you encounter are none the wiser.
Associated Skills: Profession (criminal), plus any one of the following: Bluff, Forgery, Sleight of Hand
Type: General
Benefit: Once per day, you may gain a +2 insight bonus on the associated skill you selected.
Diplomat
You have attended court for a considerable amount of time, and therefore are familiar with the intricacies of politics and diplomatic situations.
Associated Skills: Profession (courtier), plus any one of the following: Diplomacy, Knowledge (nobility & royalty), Sense Motive
Type: General
Benefit: Once per day, as a swift action, you may take 10 on Diplomacy checks, even when distractions normally would not allow it.
Disciple
Your deity or patron has reached out to you, and you haven answered with your unwavering devotion. Whether it be divine or profane, you heed the call of something greater than yourself.
Associated Skills: Profession (disciple), plus any one of the following: Knowledge (local), Knowledge (the planes), Knowledge (religion)
Type: General
Benefit: Once per month, you may pray to your patron or deity to gain the effect of an Augury spell as a supernatural ability at a caster level equal to your character level. Doing so requires no material component, though you must provide the focus.
Entertainer
You have spent your time honing your chosen performance and your talents are recognized by those you meet.
Associated Skills: Profession (entertainer), Perform (any)
Type: General
Benefit: Once per week, when you attempt to make money with your performance skill, you may add a +2 insight bonus to the check.
Merchant
You either come from a long line of merchants or are a self-made entrepreneur. Either way, you know your way around the business world.
Associated Skills: Profession (merchant), plus any one of the following: Appraise, Diplomacy, Sense Motive
Type: General
Benefit: Once per month, you may purchase a single item for 5% less than the asking price.
Noble
You were raised in high society and had a wealthy benefactor, or you were highborn in some kingdom and came from wealth.
Associated Skills: Profession (courtier), plus any one of the following: Craft (any, chosen when taken), Knowledge (local), Knowledge (nobility & royalty)
Type: General
Benefit: You begin the game with an extra 300 gp worth of equipment. This is not actual gold, but rather an allowance from which you can purchase additional items when making your character. Any gold leftover from this allowance after finishing your character is simply lost.
Recluse
For one reason or another, you were driven to seclusion. This isolation forced you to adapt to the harshness of the wilds.
Associated Skills: Profession (herbalist), plus any one of the following: Handle Animal, Knowledge (nature), Survival
Type: General
Benefit: Once per day, you may gain a +2 insight bonus on the associated skill you selected.
Sailor
Whether it is a ship that sails the ocean, the sky, or the Astral Plane, you are skilled at manning one of these vessels.
Associated Skills: Profession (sailor), plus any one of the following: Balance, Use Rope, Tumble
Type: General
Benefit: Once per day, you may gain a +2 insight bonus on the associated skill you selected.
Scholar
As a wandering scholar and academic, you have traveled far and wide and collected a general knowledge of many things.
Associated Skills: Profession (scholar), plus Spellcraft or Knowledge (any, chosen when taken)
Type: General
Benefit: Once per day as a swift action, gain a +2 insight bonus to your next associated skill check. For every additional 5 ranks in the associated profession you possess, the bonus increases by an additional +2.
Soldier
You once served in a military unit or a band of mercenaries. Your experience has made you a cut above the rest.
Associated Skills: Profession (soldier), plus any one of the following: Balance, Ride, Tumble
Type: General
Benefit: Once per encounter, as a swift action, when you make a skill check with one of your associated skills that is not your associated profession, you may gain a +2 insight bonus on that skill check.
Regional Backgrounds
A character with a regional background gains a +2 insight bonus on Diplomacy checks to adjust the attitude of an NPC that is also a native of the appropriate region. If a character has 5 ranks in the associated profession skill, they gain a +2 synergy bonus on the chosen associated skill that is not the associated profession.
Ironpine Native
You grew up in either the Greater or Lesser Ironpine Forest. As such, you have adapted to living in an unforgiving forested area.
Prerequisite: Native to either the Greater or Lesser Ironpine Forest
Associated Skills: Profession (choose one), plus any one of the following: Climb, Handle Animal, Survival
Type: Regional
Benefit: Once per day, you may gain a +2 insight bonus on the associated skill you selected. Additionally, you gain Sylvan as an automatic language.
Antæran Plains Native
As a citizen of the New Haven Imperium, you grew up in a culture that is heavily militaristic and xenophobic.
Prerequisite: Native to the Antæran Plains, Human
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (nobility & royalty), Martial Lore, Tumble
Type: Regional
Benefit: You gain the Martial Weapon Proficiency feat for any one martial weapon you choose as a bonus feat. This feat cannot be retrained.
Desert Dweller
You were raised on the sand and under the sun, your body has adapted to surviving the harshness of the desert.
Prerequisite: Native to either the Kir’Raask Desert or the Angheh Wastes
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (geography), Survive, Tumble
Type: Regional
Benefit: You gain the Heat Endurance feat as a bonus feat. This feat cannot be retrained. You gain Ignan as an automatic language.
Gulf Native
You were raised in the heartland of the elves. As such, your elven heritage is more refined.
Prerequisite: Native to the Mir’Raask Gulf, Elf
Associated Skills: Profession (choose one), plus any one of the following: Search, Spot, Listen
Type: Regional
Benefit: Your racial bonus on Search, Spot, and Listen is increased to +4.
Islander
Your people are the natives of the Broken Spire Isles. They are legendary sailors and at home on the sea as they are on the land.
Prerequisite: Native of the Broken Spire Isles
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (geography), Knowledge (nature), Use Rope
Type: Regional
Benefit: You gain the Sea Legs feat as a bonus feat. This feat cannot be retrained. You gain a +2 insight bonus to Knowledge (nature) checks related to aquatic creatures or other maritime subjects.
Mountain Dweller
You grew up on the mountain top, surrounded by snow and at a higher elevation. You have adapted to this climate.
Prerequisite: Native to a mountain range
Associated Skills: Profession (choose one), choose any one of the following: Climb, Knowledge (geography), Survival
Type: Regional
Benefit: You gain Altitude Adaptation as a bonus feat. This feat cannot be retrained. You gain a +2 insight bonus on Survival checks made to navigate mountain ranges.
Sewich Adventurer
You were, or your ancestor was, one of the original members of the Sewich Union, having hailed from an entirely different reality altogether. You and your people are of a unique culture of your own, and as such are highly adaptable.
Prerequisite: Native to the Sea of Innas
Associated Skills: Profession (choose one), choose any one of the following: Knowledge (local), Search, Survival
Type: Regional
Benefit: You gain +1 skill point at 1st level, and 1 additional skill point every level after.
Guild Backgrounds
A character with a guild background gains a +2 insight bonus on Diplomacy checks to adjust the attitude of an NPC that is of the same guild. If a character has 5 ranks in the associated profession skill, they gain a +2 synergy bonus on the chosen associated skill that is not the associated profession.
Additionally, to maintain the benefits of these backgrounds, a character must pay tithe to their respective guild in an amount equal to 5 x ECL in gold each month or they lose the benefits of the background. Failing to pay the tithe causes your background to become the General equivalent of your Guild Background. If you are removed from your guild, your background becomes the General equivalent of it.
You must work with the DM to pick a guild to which you belong.
Guild: Artisan
You work for one of the great guilds as an artisan and as such gain certain benefits when dealing with your guild.
Associated Skills: Profession (artisan), plus any one of the following: Appraise, (any, chosen when taken), Knowledge (architecture & engineering)
Type: Guild
Benefit: Once per month, you may reduce the gold cost of a single item you craft by 10%.
Guild: Charlatan
Your guild employs your wiles to infiltrate competitors and gain information from them.
Associated Skills: Profession (charlatan), plus any one of the following: Bluff, Gather Information, Sense Motive
Type: Guild
Benefit: Once per day when rolling a Bluff, Gather Information, or Sense Motive check, you may reroll the check before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll. Additionally, you gain a +5 insight bonus on the reroll.
Guild: Criminal
You belong to a criminal organization, doing various dirty deeds for your superiors.
Associated Skills: Profession (criminal), plus any one of the following: Bluff, Forgery, Sleight of Hand
Type: Guild
Benefit: Once per day, you may gain a +4 insight bonus on the associated skill you selected.
Guild: Diplomat
The royal society you belong to has trained you in the intricacies of courtly conduct, to whom you also owe your standings.
Associated Skills: Profession (courtier), plus any one of the following: Diplomacy, Knowledge (nobility & royalty), Sense Motive
Type: Guild
Benefit: Once per day, as a swift action, you may take 10 on Diplomacy checks, even when distractions normally would not allow it. Additionally, you gain a +2 insight bonus on reputation checks.
Guild: Disciple
You have joined the ranks of your clergy or cult. You proudly spread the ordeals of your faith as a devotee.
Associated Skills: Profession (disciple), plus any one of the following: Knowledge (local), Knowledge (the planes), Knowledge (religion)
Type: Guild
Benefit: Once per week, you may pray to your patron or deity to gain the effect of an Augury spell as a supernatural ability at a caster level equal to your character level. Doing so requires no material component, though you must provide the focus.
Guild: Entertainer
You have joined a college or troupe wherein you have learned to hone your skills as an entertainer.
Associated Skills: Profession (entertainer), Perform (any, chosen when taken)
Type: Guild
Benefit: Once per week, when you attempt to make money with your performance skill, you may add a +4 insight bonus to the check. Additionally, you gain a +2 insight bonus on reputation checks.
Guild: Merchant
You are employed by a mercantile company, you trade in goods and make deals under the name of your employer.
Associated Skills: Profession (merchant), plus any one of the following: Appraise, Diplomacy, Sense Motive
Type: Guild
Benefit: Once per month, you may purchase a single item for 10% less than the asking price.
Guild: Sailor
You belong to some sort of organization that runs one or more sailing ships. Whether it is a ship that sails the ocean, the sky, or the Astral Plane, you are skilled at manning one of these vessels.
Associated Skills: Profession (sailor), plus any one of the following: Balance, Use Rope, Tumble
Type: Guild
Benefit: Once per day, you may gain a +4 insight bonus on the associated skill you selected. Additionally, once per month, you may waive the fee for traveling on a sailing vessel.
Guild: Scholar
You attend an academic college or university to further your studies. Due to these studies, you have collected knowledge of many things.
Associated Skills: Profession (scholar), plus Spellcraft or Knowledge (any, chosen when taken)
Type: Guild
Benefit: Once per day as a swift action, gain a +4 insight bonus to your next associated skill check. For every additional 5 ranks in the associated profession you possess, the bonus increases by an additional +2.
Guild: Soldier
You serve in a military unit or a band of mercenaries. Your experience has made you a cut above the rest.
Associated Skills: Profession (soldier), plus any one of the following: Balance, Ride, Tumble
Type: Guild
Benefit: Once per encounter, as a swift action, when you make a skill check with one of your associated skills that is not your associated profession, you may gain a +4 insight bonus on that skill check.
Extraplanar Backgrounds
Extraplanar backgrounds have prerequisites, and may only be taken if your character is from that plane.
A character with an Extraplanar background gains the Extraplanar subtype when not on their native plane, if they didn’t already. If a character has 5 ranks in the associated profession skill, they gain a +2 synergy bonus on the chosen associated skill that is not the associated profession.
Aqualorn Native
You were born and raised in the Aqualorn Expanse, as such your ancestors hailed from the Elemental Plane of Water.
Prerequisite: Native to the Aqualorn Expanse
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Water Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus to Survival checks when navigating large bodies of water.
Chaotic Planar Native
You were born and raised on a chaoticly aligned plane, as such your ancestors were likely either outsiders from such planes or had lived on the plane for an extended period of time.
Prerequisite: Native to a plane with the Chaos planar trait
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Anarchic Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus on saving throws made to resist the Chaotic planar effects of planes.
Earthspire Native
You were born and raised in the Earthspire Expanse, as such your ancestors hailed from the Elemental Plane of Earth.
Prerequisite: Native to the Earthspire Expanse
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Earth Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus to Survival checks when navigating underground.
Evil Planar Native
You were born and raised on an evil aligned plane, as such your ancestors were likely either outsiders from such planes or had lived on the plane for an extended period of time.
Prerequisite: Native to a plane with the Evil planar trait
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Fiendish Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus on saving throws made to resist the Evil planar effects of planes.
Good Planar Native
You were born and raised on a good aligned plane, as such your ancestors were likely either outsiders from such planes or had lived on the plane for an extended period of time.
Prerequisite: Native to a plane with the Celestial planar trait
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Celestial Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus on saving throws made to resist the Good planar effects of planes.
Lawful Planar Native
You were born and raised on a lawfully aligned plane, as such your ancestors were likely either outsiders from such planes or had lived on the plane for an extended period of time.
Prerequisite: Native to a plane with the Law planar trait
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Axiomatic Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus on saving throws made to resist the Lawful planar effects of planes.
Shadowlands Native
You were born and raised in the Shadowlands, as such your ancestors were undead or other shadowy creatures.
Prerequisite: Native to the Shadowlands
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Shadow Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus to Survival checks when navigating at night or in non-magical darkness.
Sidhe Native
You were born and raised in the Feywild, as such your ancestors are fey or other fey-like creatures.
Prerequisite: Native to the Feywild
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Fey Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus to Survival checks when navigating forests or other large forested areas.
Tainted Native
You were born and raised on a tainted plane or a place with an extreme concentration of taint; as such, your body has developed a stronger resistance to its effects, but at a cost.
Prerequisite: Native to a tainted plane
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Intimidate
Type: Extraplanar
Benefit: You gain the Pure Soul feat for free at 1st level without needing to meet the prerequisites, nor do you lose the feat for changing alignment as per normal with Exalted feats. This feat cannot be retrained. If you would gain this feat from another source, you instead gain a +1 bonus to Depravity and Corruption checks as if you had an additional Exalted feat. You gain a +2 insight bonus to Intimidate checks. Additionally, you gain an Aura as a Cleric. The aura registers with the Law/Order axis of your alignment and as Evil. For example, a character that is LN has an LE Aura.
Zephyr Native
You were born and raised in the Zephyr Haven, as such your ancestors hailed from the Elemental Plane of Air.
Prerequisite: Native to the Zephyr Haven
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Survival
Type: Extraplanar
Benefit: You gain the Air Heritage feat for free at 1st level. This feat cannot be retrained. You gain a +2 insight bonus to Survival checks when navigating at high altitudes, such as when flying or on an airship.
Spelljamming Backgrounds
You are native to a spelljamming-aware society. As such, you gain the Spacefarer feat at 1st level. This feat cannot be retrained.
Astral Diplomat
You have been trained in the ways of the word. Your skills with politics and diplomacy serve you well.
Associated Skills: Profession (courtier), any one of the following: Diplomacy, Knowledge (nobility & royalty), Sense Motive
Type: Spelljamming
Benefit: Once per day, as a swift action, you may take 10 on your next Diplomacy check, even when distractions normally would not allow it.
Astral Engineer
Through hands-on experience aboard spelljammers, you’ve become proficient in their maintenance, mastering the intricate mechanics and arcane systems that keep these magical vessels running smoothly.
Associated Skills: Profession (spacehand), plus any one of the following: Craft (shipwright - spelljammer), Knowledge (wildspace), Wildspace Survival
Type: Spelljamming
Benefit: Once per month you may reduce the cost of building or repairing a spelljammer by 5%.
Astral Entertainer
Your troupe has spent considerable time among the stars, performing for any number of strange and mystical creatures of the realms.
Associated Skills: Profession (entertainer), plus any one of the following: Perform (any)
Type: Spelljamming
Benefit: Once per week, when you attempt to make money with your performance skill, you may add a +2 insight bonus to the check.
Astral Merchant
You have sailed the vastness of wildspace, navigating between various crystal spheres and visiting the bustling markets scattered among them. Each filled with rare treasures and diverse cultures.
Associated Skills: Profession (merchant), plus any one of the following: Appraise, Diplomacy, Sense Motive
Type: Spelljamming
Benefit: Once per month, you may buy or sell a single item for 5% less than the asking price.
Astrologer
As an academic among the stars, you have dedicated yourself to the study of wildspace and the mysteries beyond, unraveling the arcane forces and celestial phenomena that govern the cosmos.
Associated Skills: Profession (scholar), plus any one of the following: Knowledge (planetology), Knowledge (wildspace), Wildspace Survival
Type: Spelljamming
Benefit: Once per day, you may gain a +2 insight bonus on the associated skill you selected. This bonus increases by 1 for every 5 ranks in the associated profession you possess.
Mask
You make your living by weaving intricate lies and deceiving the gullible: constantly changing your name, face, and story to stay one step ahead, never lingering in one place—or identity—for too long.
Associated Skills: Profession (charlatan), plus any one of the following: Bluff, Disguise, Gather Information
Type: Spelljamming
Benefit: Once per day when rolling a Bluff, Disguise, or Gather Information check, you may reroll the check before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original.
Outlaw
Crime pays handsomely, and you’ve made a fortune living outside the law. Constantly on the run from relentless pursuers, always one step ahead in a life of thrilling danger and elusive freedom.
Associated Skills: Profession (criminal), plus any one of the following: Bluff, Forgery, Sleight of Hand
Type: Spelljamming
Benefit: You begin the game with an extra 300 gp worth of equipment. This is not actual gold, but rather an allowance from which you can purchase additional items when making your character. Any gold leftover from this allowance after finishing your character is simply lost.
Siege Gunner
You’ve mastered the art of shipbound combat, honing your skills with the powerful weapons of spelljammers, capable of delivering devastating blows in the heat of battle.
Associated Skills: Profession (siege engineer), plus any one of the following: Craft (ship
Type: Spelljamming
Benefit: You gain a +2 insight bonus to attack rolls made with shipbound siege weapons. This bonus increases by 1 for every 5 ranks in your associated profession skill.
Shipboard Chaplain
Chosen by your faith, you have taken up the sacred mission to carry its teachings to the farthest reaches of wildspace, spreading your beliefs to distant worlds and guiding lost souls.
Associated Skills: Profession (disciple), plus any one of the following: Knowledge (religion), Knowledge (the planes), Knowledge (wildspace)
Type: Spelljamming
Benefit: Once per day, while preparing your divine spells for the day, you may attempt a Knowledge (religion) check (DC 25 - your divine caster level) to attempt to make contact with your deity and prepare your spells for the day. You may only use this ability when your connection to your deity is cut off as a result of being in a crystal sphere where they are not worshiped.
Spellsailor
After years of rigorous training at a renowned spelljamming academy, you’ve mastered the arcane art of manning spelljammers, allowing you to navigate the vast, uncharted reaches of the cosmos.
Associated Skills: Profession (spacehand), plus any one of the following: Balance, Use Rope, Wildspace Survival
Type: Spelljamming
Benefit: Once per day, as a swift action, you may take 10 on your next skill check with the associated skill you chose, even when distractions normally would not allow it.
Star Noble
You were either born into the wealth and prestige of a noble family in the Outer Constellation, or your path was shaped by a powerful benefactor with deep connections to said nobility, who ensured your rise in status and opportunity.
Associated Skills: Profession (courtier), plus any one of the following: Craft (any, chosen when taken), Knowledge (nobility & royalty), Knowledge (wildspace)
Type: Spelljamming
Benefit: You begin the game with an extra 300 gp worth of equipment. This is not actual gold, but rather an allowance from which you can purchase additional items when making your character. Any gold leftover from this allowance after finishing your character is simply lost.
Starborn
Born among the stars to a family of wanderers who claimed no home, spelljamming flows through your veins like a second nature. It’s as if wildspace itself whispers to you in the quiet of the void, calling you back with a pull you can never ignore.
Associated Skills: Profession (wildspace navigator), plus any one of the following: Knowledge (planetology), Knowledge (wildspace), Wildspace Survival
Type: Spelljamming
Benefit: Once per day, you may gain a +2 insight bonus on the associated skill you selected. This bonus increases by 1 for every 5 ranks in the associated profession you possess.
Trooper
You honed your skills at a prestigious combat academy, where you trained rigorously for battle aboard spelljammers and across the diverse, dangerous worlds of wildspace, mastering tactics for both shipbound warfare and planetary skirmishes in the vast reaches of the cosmos.
Associated Skills: Profession (soldier), plus any one of the following: Balance, Tumble, Wildspace Survival
Type: Spelljamming
Benefit: Once per day, as a swift action, you may take 10 on your next skill check with the associated skill you chose, even when distractions normally would not allow it.
Wildspace Navigator
You’ve enrolled in one of the many spelljamming academies, immersing yourself in the demanding study of piloting a spelljammer. Though natural talent may not have come easily, your relentless dedication and hard work have pushed you to excel, proving that determination can bridge the gap where raw ability falters.
Associated Skills: Profession (wildspace navigator), plus any one of the following: Helm Pilot, Knowledge (wildspace), Wildspace Survival
Type: Spelljamming
Prerequisite: No caster or manifester level
Benefit: You gain the Apprentice Helmsman feat as a bonus feat at 1st level. This feat cannot be retrained.
Wildspace Navigator, Talented
You enrolled in one of the renowned spelljamming academies, where your natural talent for piloting quickly set you apart from your peers. With an instinctive connection to the helm and the stars themselves, your abilities have effortlessly guided you toward the vast reaches of the cosmos.
Associated Skills: Profession (wildspace navigator), plus any one of the following: Helm Pilot, Knowledge (wildspace), Wildspace Survival
Type: Spelljamming
Prerequisite: Caster level 1st or Manifester level 1st, does not possess the Apprentice Helmsman feat
Benefit: Once per week, as an immediate action, you may take 10 on your next skill check with the associated skill you chose, even when distractions normally would not allow it.